GCSDK::CGCBase::FindOrCreateGSSession
0x0007b300 · 306 bytes · __thiscall
_ZN5GCSDK7CGCBase21FindOrCreateGSSessionERK8CSteamID
Decompiled
undefined (2 params)
/* GCSDK::CGCBase::FindOrCreateGSSession(CSteamID const&) */
int __thiscall GCSDK::CGCBase::FindOrCreateGSSession(CGCBase *this,CSteamID *param_1)
{
CSteamID CVar1;
int iVar2;
undefined4 uVar3;
byte bVar4;
undefined4 local_18;
undefined4 local_14;
int local_10;
iVar2 = 0;
CVar1 = param_1[6];
bVar4 = (byte)CVar1 & 0xf0;
if (((((byte)CVar1 & 0xf0) != 0) && ((byte)CVar1 < 0xb0)) && ((byte)((char)param_1[7] - 1U) < 4))
{
if (bVar4 == 0x10) {
if (*(int *)param_1 == 0) {
return 0;
}
if ((((byte)param_1[6] & 0xf) << 0x10 | (uint)*(ushort *)(param_1 + 4)) != 1) {
return 0;
}
}
else if (bVar4 == 0x70) {
if (*(int *)param_1 == 0) {
return 0;
}
if (((byte)param_1[6] & 0xf) != 0 || *(short *)(param_1 + 4) != 0) {
return 0;
}
}
else if ((bVar4 == 0x30) && (*(int *)param_1 == 0)) {
return 0;
}
iVar2 = FindGSSession(this,param_1);
if (iVar2 == 0) {
uVar3 = FindOrLoadSOCache(this,param_1);
iVar2 = (**(code **)(*(int *)this + 0x44))(this,param_1,uVar3);
local_14 = *(undefined4 *)(param_1 + 4);
local_18 = *(undefined4 *)param_1;
local_10 = iVar2;
CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Insert((CUtlRBTree<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CGCGSSession*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x158),(Node_t *)&local_18);
(**(code **)(*(int *)this + 0x50))(this,iVar2);
}
}
return iVar2;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.